Sounds like you want to play GURPS, which uses a 3d6 resolution mechanic, and skills modifiers are purchased at an increasing geometric cost, in keeping with the bell curve.Hautamaki said:1) A scaled system is used for ability checks, attack rolls, etc. Low level characters begin with 3d6, and add a d6 as they gain levels. What this results in is scaled randomness. Because of the bell curve, unbelievable results, like toads beating polar bears, is basically impossible (especially in light of other rules). However, the scaled dice means that luck still retains some significance even at high levels.
If you're really worried about randomness in initial stat creation, why not use one of the DMG point buy methods? With your 2d6 + 6 method, the odds of getting an 8 or an 18 are actually increased, and the middle-ground is diminished. Still seems stressful to me.2) Character's based stats are rolled 2d6 + 6. The bonus derived from stats is 1/3rd the score. [...]
I don't neccessarily agree that current three mental stats are purely for just roleplaying the character. There are definitely situations where a hign Int would be mechanically beneficial (researching in a library, for example.) And obviously, dropping these stats wouldn't work for a more "standard" game which does include spellcasters. It's one thing to have a low-magic campaign. But a low-magic system which makes spellcasters mechanical unfeasable... you can't even really call it a D&D variant anymore.3) My base stats are Strength, Agility, Perception, Vitality, and Will. There's no charisma, wisdom, or intelligence, because to me those are role-playing stats.
You might want to take a look at how Iron Heroes does skills, which lumps them into groups. Adding one point into a group (like Athletics) increases all skills in the group by one point (Jump, Swim, Climb, ect.)Also the skill/class system seemed kind of inelegant to me.
That's nice. But as you yourself seem to realize with your other statements, modeling "real world" combat doesn't neccessarily lead to workable and balanced game mechanics. Or even "fun" ones. For systems which do add a lot more detail to normal "swing/hit/swing/hit" combat, I again suggest Iron Heroes for d20, or GURPS which contains a greater element of tactical combat.4) As someone who has trained and competed seriously in mixed martial arts, I have a much better idea than 99% of the world how real fights actually go down.
I already commented on the low magic campaign thing. As for the idea that spellcasters in the standard game are more powerful and more 'fun'... that's highly debatable.5) I conduct my campaign basically as a low to no magic campaign. [...] Based on that criteria, it's pretty easy to see that not only are magic using classes more powerful, they are also more inherently 'fun' than fighter classes.
Nope. But Conan could6) Because of the way I redesigned the rule system from the ground up, silly things like these basically disappear. [...] And this is totally realistic. Do you think Hulk Hogan in his prime could take on 6 ordinary yet determined men with baseball bats at the same time? Even if he had a baseball bat of his own? Of course not.
Have you ever actually run a combat between a 12th-level Fighter and an army of 1st-level Fighters? I once ran a combat between an appropriately-armed 20th-level human Fighter and an army of 1111 War1 orcs (split up among various types of units such as standard spear-wielding infantry, pikemen, axe-wielders, cavalry, archers, etc.). The Fighter was properly optimized, but was barred from any equipment that would allow him to easily escape said battle (such as a teleportation item). Fighter: 471. Orcs: 1. The Fighter lasted 39 combat rounds. The most well-trained warrior in the world (barring epic levels) with the best in non-epic, non-artifact magical gear.6) Other smaller problems: A 12th level fighter could easily wade into an army of thousands of first level fighters and slay them all. At what point does 'cool' become 'ridiculous'. Ranged weapons, bows, etc, are not a viable primary choice. Sure it's nice to have a bow or something, and it could come in handy in certain situations, but a character designed around ranged combat is pretty underpowered compared to most anything else. Some of the rules there are ridiculous; like if you have your bow out and see a monster at the end of a 60 foot hallway, so long as the monster wins the initiative, he can sprint and hit you before you get a shot off (!?!?!!? WHAT?).
Fact of the matter is, you can't have an arrow ready all the time. That would be exhausting. You might have it nocked, but holding the bowstring back all day would wear you out fast. Your example situation was both monster and archer becoming aware of one another at a distance of 60 feet.Hautamaki said:genshou I admire your persistance in playing through 60 odd rounds of combat to test a theory =p. I stand corrected then, a single fighter can't eliminate that army. I wonder how a 20th level spellcaster would fare though =p.
Regarding your police example, recall that I said the character has his bow out (I think that implies he's ready to fire), and sees his opponent from 60 feet away. Your counter example suggested that the bow and arrow are not ready to fire and the enemy is 20 feet away. Obviously those are two completely different situations. I might handle your situation with an initiative check as DM, but it would largely depend on the exact circumstances. In any case, yes it's certainly more than possible to run up and engage someone in melee combat before they can nock and fire off an arrow with only 20 feet between you, and my rules make no statement to the contrary.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.